updated documentation minor formatting change in QML

This commit is contained in:
ykeara
2019-01-09 20:50:50 -06:00
parent 15fa0ac47a
commit ed8587703e
4 changed files with 3 additions and 42 deletions
+1 -8
View File
@@ -249,7 +249,7 @@ MyStackViewPage {
MyToggleButton {
id: steamvrMotionSmoothingToggle
text: "Motion Smoothing"
text: "Enable Motion Smoothing"
onCheckedChanged: {
SteamVRTabController.setMotionSmoothing(this.checked, false)
}
@@ -257,13 +257,6 @@ MyStackViewPage {
Item { Layout.fillHeight: true; Layout.fillWidth: true}
MyText {
Layout.fillWidth: true
horizontalAlignment: Text.AlignRight
text: "* Requires Restart"
font.pointSize: 18
}
RowLayout {
Layout.fillWidth: true
@@ -2,38 +2,9 @@
#include <QQuickWindow>
#include "../overlaycontroller.h"
namespace vr
{
// this was removed from openvr_api.h in 1.0.8
static const char* const k_pch_SteamVR_RenderTargetMultiplier_Float
= "renderTargetMultiplier";
// This was removed when updating from an unknown version to OpenVR
// version 1.1.3. This should probably be removed along with any features
// connected to it. Valve probably removed it for a reason.
static const char* const k_pch_SteamVR_AllowAsyncReprojection_Bool
= "allowAsyncReprojection";
static const char* const k_pch_SteamVR_AllowReprojection_Bool
= "allowInterleavedReprojection";
static const char* const k_pch_SteamVR_ForceReprojection_Bool
= "forceReprojection";
} // namespace vr
// application namespace
namespace advsettings
{
// openvr's github repo hasn't been updated yet to reflect changes in beta
// 1477423729.
// static const char* vrsettings_steamvr_allowAsyncReprojection =
// "allowAsyncReprojection"; static const char*
// vrsettings_steamvr_allowInterleavedReprojection =
// "allowInterleavedReprojection";
// static const char* vrsettings_steamvr_supersampleScale = "supersampleScale";
// static const char* vrsettings_steamvr_allowSupersampleFiltering =
// "allowSupersampleFiltering"; static const char*
// vrsettings_compositor_category = "compositor";
void SteamVRTabController::initStage1()
{
initMotionSmoothing();